public void Init(MENU_TYPE menuType) { Debug.Log("Initializing logo"); // build the prefabs BuildAndSetupMainLogo(menuType); // set current state to open m_currState = MENU_STATE.JUST_LOGO; }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// PUBLIC FUNCTIONS /// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// Called to show a given menu. Handles pausing the game and setting correct flags /// </summary> /// <param name="menu">The menu object to show</param> public void showMenu(MENU_TYPE menuType) { bool pauseTime = true; hideMenu(); switch (menuType) { case MENU_TYPE.Pause: SpecialEffectsManager.Instance.playSound(showSound); _activeMenu = pauseMenu; break; case MENU_TYPE.Controls: _activeMenu = controlsMenu; break; case MENU_TYPE.GameOver: pauseTime = false; _activeMenu = gameOverMenu; break; case MENU_TYPE.LevelComplete: _activeMenu = levelCompleteMenu; break; case MENU_TYPE.LevelSelect: _activeMenu = levelSelectMenu; break; case MENU_TYPE.MedicalShop: _activeMenu = medicalShopMenu; break; case MENU_TYPE.Armory: _activeMenu = armoryShopMenu; break; case MENU_TYPE.Tech_1: _activeMenu = techShopMenu1; break; case MENU_TYPE.Tech_2: _activeMenu = techShopMenu2; break; } // If time is suposed to pause then pause it if (pauseTime) { pause(); } _activeMenu.SetActive(true); }
private void BuildAndSetupMainLogo(MENU_TYPE menuType) // TODO: don't need the type here... just prefab whatever's attached to the script { if (menuType == MENU_TYPE.Liiv) { m_centralLogoObj = Instantiate(menuLogoLiivPrefab, transform.position, transform.rotation) as GameObject; } else // TODO: other menu types will be instantiated here { m_centralLogoObj = Instantiate(menuLogoLiivPrefab, transform.position, transform.rotation) as GameObject; } m_centralLogoObj.transform.position = new Vector3(m_centralLogoObj.transform.position.x, m_centralLogoObj.transform.position.y, m_centralLogoObj.transform.position.z + 0.035f); m_centralLogoObj.transform.SetParent(transform, true); // get ref to logo's script m_logoAnimateable = m_centralLogoObj.transform.GetComponent <LogoAnimateable>(); Debug.Log("Got logo strip " + (m_logoAnimateable != null ? "true" : "false")); // Start the logo animation m_logoAnimateable.SetAnimationState(LogoAnimateable.ANIM_STATE.ANIM_IN); }